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Debates and debacles: the evolution of video games

Just a few years ago, video games still had a fairly negative image among the general public, especially when it came to the health sector:
- video games lead to a lack of physical activity ;
- video games can lead to addiction;
- video games are “violent”;
Today, video games have evolved considerably, both in the way we look at them and in the variety of products on offer. Today, video games have evolved considerably, both in the way they are viewed and in the variety of products on offer
The SELL – Syndicat des Editeurs de Logiciels de Loisirs – has unveiled the results of its annual study “Les français et le jeu vidéo” (The French and video games) conducted by Médiamétrie, which demonstrates the evolution of video games: they could become a vector of social ties, a leisure activity during which to get together with family or friends (37% of gamers say they play online with other gamers).
What’s more, the types of game have evolved considerably: from adventure games to educational games and role-playing games, we used to talk about serious games, and now we speak of games for change, or games with a positive impact.
Finally, the image of the geek has been dusted off in recent years, as the majority of gamers regularly take part in a wide range of cultural activities.
Gaming is no longer simply a means of entertainment, it can also be an educational tool.